I didn't think it was possible to connect to a dedicated server on your own computer anyway. I've never tried to get around it, so I don't know what your options are if you don't have another computer.
On 29 April 2012 13:00, Nick <xnicho...@gmail.com> wrote: > i am sorry joel. I don't know much about coding, and certainly not > enough to help with this issue. > That is why, i suggested he give a working sdk example of the bug he > is trying to fix. > > I am trying to help, do you have any ways/ideas to help? > > On Fri, Apr 27, 2012 at 10:18 AM, Joel R. <joelru...@gmail.com> wrote: > > Nick, if you knew anything about coding, you'd be able to make it work > > fairly quickly. He is not going to give you all the SDK code prepped and > > ready. > > > > > > On Thu, Apr 26, 2012 at 11:17 PM, Nick <xnicho...@gmail.com> wrote: > >> > >> The code you posted certainly is impressive. I just can't find an easy > >> way to put it in a sdk and run it? How to spawn the vech? > >> > >> Make an sdk with the files included that works, (with a working copy > >> of the mod) and all of the code and send a link to valve.. I am sure > >> they will help out. > >> > >> A single file isn't at all helpful compared to a working source code > >> copy, and actual files and a 10 step list to "test" the exact problem > >> you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U > >> WANT ANY HELP ON SUCH A MASSIVE "PROBLEM".. > >> > >> On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <psycomma...@gmail.com> > >> wrote: > >> > I already posted a link to the pastebin with the whole code earlier ( > >> > http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of > >> > the > >> > time I don't get answers when I mail devs. And what do you mean share > >> > what > >> > the problem is with you, isn't it what I've been foing? > >> > > >> > Is there any examples of simple moving predicted entities, besides the > >> > player ? I could really use an example... > >> > > >> > By the way, is what Stephen says accurate ? Is the net_fakelag command > >> > not > >> > working on listen servers ? > >> > > >> > > >> > On Thu, Apr 26, 2012 at 12:34 AM, Nick <xnicho...@gmail.com> wrote: > >> >> > >> >> i think you should give us a basic code, and send it to valve... only > >> >> valve can help you. Usually valve is quite nice, and I am sure they > >> >> wouldn't mind helping you out, as long as you can share what the > >> >> problem is with the rest of us..... > >> >> > >> >> > >> >> > >> >> On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando <psycomma...@gmail.com > > > >> >> wrote: > >> >> > Alright, what else could be causing jittering ? There is so little > >> >> > going > >> >> > on > >> >> > in that entity. > >> >> > > >> >> > > >> >> > On Sat, Apr 21, 2012 at 8:40 PM, Tony "omega" Sergi > >> >> > <omegal...@gmail.com> > >> >> > wrote: > >> >> >> > >> >> >> As I said. looking at your prediction dump, it's not actually > >> >> >> predicting > >> >> >> properly. > >> >> >> Either they're not updating at the same rate, or they're not > running > >> >> >> the > >> >> >> same code producing the same results. > >> >> >> see your screenshot: > http://dl.dropbox.com/u/13343993/abox0003.jpg > >> >> >> notice in red, velocity is 0 0 0 that means > >> >> >> disabling VPhysicsUpdate is not the solution, as that means you > >> >> >> break > >> >> >> every vphysics object. Look at what it's doing, it's getting it's > >> >> >> position > >> >> >> after vphysics simulates and updating the entity. > >> >> >> so unless you're trying to make a purely client-authoritive ship, > >> >> >> you > >> >> >> can't disable that without adding code to update the position from > >> >> >> the > >> >> >> client. > >> >> >> > >> >> >> > >> >> >> > >> >> >> > >> >> >> On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires > >> >> >> <stephen.swi...@gmail.com> > >> >> >> wrote: > >> >> >>> > >> >> >>> It maybe worth mentioning that net_fakelag is broken on listen > >> >> >>> servers > >> >> >>> in > >> >> >>> Alien Swarm. It works on dedicated, however > >> >> >>> > >> >> >>> > >> >> >>> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando > >> >> >>> <psycomma...@gmail.com> > >> >> >>> wrote: > >> >> >>>> > >> >> >>>> I found what was causing the stuttering with 0 ping and in > >> >> >>>> singleplayer. > >> >> >>>> I disabled this code in cbaseentity_shared : > >> >> >>>> > >> >> >>>>> > >> >> >>>>> > >> >> >>>>> > >> >> >>>>> > >> >> >>>>> > //----------------------------------------------------------------------------- > >> >> >>>>> // Purpose: My physics object has been updated, react or > extract > >> >> >>>>> data > >> >> >>>>> > >> >> >>>>> > >> >> >>>>> > >> >> >>>>> > //----------------------------------------------------------------------------- > >> >> >>>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) > >> >> >>>>> { > >> >> >>>>> switch( GetMoveType() ) > >> >> >>>>> { > >> >> >>>>> case MOVETYPE_VPHYSICS: > >> >> >>>>> { > >> >> >>>>> if ( GetMoveParent() ) > >> >> >>>>> { > >> >> >>>>> Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating > >> >> >>>>> physics > >> >> >>>>> on object in hierarchy %s!\n", GetClassname()); > >> >> >>>>> return; > >> >> >>>>> } > >> >> >>>>> Vector origin; > >> >> >>>>> QAngle angles; > >> >> >>>>> > >> >> >>>>> pPhysics->GetPosition( &origin, &angles ); > >> >> >>>>> > >> >> >>>>> if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) > >> >> >>>>> || > >> >> >>>>> !IsFinite( angles.x ) ) > >> >> >>>>> { > >> >> >>>>> Msg( "Infinite angles from vphysics! (entity > >> >> >>>>> %s)\n", > >> >> >>>>> GetDebugName() ); > >> >> >>>>> angles = vec3_angle; > >> >> >>>>> } > >> >> >>>>> #ifndef CLIENT_DLL > >> >> >>>>> Vector prevOrigin = GetAbsOrigin(); > >> >> >>>>> #endif > >> >> >>>>> > >> >> >>>>> for ( int i = 0; i < 3; ++i ) > >> >> >>>>> { > >> >> >>>>> angles[ i ] = AngleNormalize( angles[ i ] ); > >> >> >>>>> } > >> >> >>>>> > >> >> >>>>> #ifndef CLIENT_DLL > >> >> >>>>> NetworkQuantize( origin, angles ); > >> >> >>>>> #endif > >> >> >>>>> > >> >> >>>>> if ( origin.IsValid() ) > >> >> >>>>> { > >> >> >>>>> SetAbsOrigin( origin ); > >> >> >>>>> } > >> >> >>>>> else > >> >> >>>>> { > >> >> >>>>> Msg( "Infinite origin from vphysics! (entity > >> >> >>>>> %s)\n", > >> >> >>>>> GetDebugName() ); > >> >> >>>>> } > >> >> >>>>> SetAbsAngles( angles ); > >> >> >>>>> > >> >> >>>>> // Interactive debris converts back to debris when > it > >> >> >>>>> comes > >> >> >>>>> to rest > >> >> >>>>> if ( pPhysics->IsAsleep() && GetCollisionGroup() == > >> >> >>>>> COLLISION_GROUP_INTERACTIVE_DEBRIS ) > >> >> >>>>> { > >> >> >>>>> SetCollisionGroup( COLLISION_GROUP_DEBRIS ); > >> >> >>>>> } > >> >> >>>>> > >> >> >>>>> #ifndef CLIENT_DLL > >> >> >>>>> PhysicsTouchTriggers( &prevOrigin ); > >> >> >>>>> PhysicsRelinkChildren(gpGlobals->frametime); > >> >> >>>>> #endif > >> >> >>>>> } > >> >> >>>>> break; > >> >> >>>>> . > >> >> >>>>> . > >> >> >>>>> . > >> >> >>>>> . > >> >> >>>> > >> >> >>>> > >> >> >>>> However I still have stuttering when I set "net_fakelag" to > >> >> >>>> anything > >> >> >>>> > > >> >> >>>> 0. And its gets worst the higher the FPS... > >> >> >> > >> >> >> > >> >> >> > >> >> >> _______________________________________________ > >> >> >> To unsubscribe, edit your list preferences, or view the list > >> >> >> archives, > >> >> >> please visit: > >> >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> >> >> > >> >> >> > >> >> > > >> >> > > >> >> > _______________________________________________ > >> >> > To unsubscribe, edit your list preferences, or view the list > >> >> > archives, > >> >> > please visit: > >> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> >> > > >> >> > > >> >> > >> >> _______________________________________________ > >> >> To unsubscribe, edit your list preferences, or view the list > archives, > >> >> please visit: > >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> >> > >> > > >> > > >> > _______________________________________________ > >> > To unsubscribe, edit your list preferences, or view the list archives, > >> > please visit: > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > > >> > > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >
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